Randomly mutate foal fur/mark with 1/9 chance each
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@ -61,18 +61,22 @@ local horse_base = {
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-- Horse marking texture overlay, to be appended to the base texture string
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-- Horse marking texture overlay, to be appended to the base texture string
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local horse_markings = {
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local horse_markings = {
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"", -- no markings
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"", -- no markings
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"^mobs_mc_horse_markings_whitedots.png", -- snowflake appaloosa
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"mobs_mc_horse_markings_whitedots.png", -- snowflake appaloosa
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"^mobs_mc_horse_markings_blackdots.png", -- sooty
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"mobs_mc_horse_markings_blackdots.png", -- sooty
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"^mobs_mc_horse_markings_whitefield.png", -- paint
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"mobs_mc_horse_markings_whitefield.png", -- paint
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"^mobs_mc_horse_markings_white.png", -- stockings and blaze
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"mobs_mc_horse_markings_white.png", -- stockings and blaze
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}
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}
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local horse_textures = {}
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local horse_textures = {}
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for b=1, #horse_base do
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for b=1, #horse_base do
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for m=1, #horse_markings do
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for m=1, #horse_markings do
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local fur = horse_base[b]
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if horse_markings[m] ~= "" then
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fur = fur .. "^" .. horse_markings[m]
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end
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table.insert(horse_textures, {
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table.insert(horse_textures, {
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"blank.png", -- chest
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"blank.png", -- chest
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horse_base[b] .. horse_markings[m], -- base texture + markings and optional armor
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fur, -- base texture + markings and optional armor
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"blank.png", -- saddle
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"blank.png", -- saddle
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})
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})
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end
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end
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@ -265,11 +269,45 @@ local horse = {
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if child then
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if child then
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local ent_c = child:get_luaentity()
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local ent_c = child:get_luaentity()
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local p = math.random(1, 2)
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local p = math.random(1, 2)
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local child_texture
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-- Randomly pick one of the parents for the child texture
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if p == 1 then
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if p == 1 then
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ent_c.base_texture = parent1.base_texture
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if parent1._naked_texture then
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child_texture = parent1._naked_texture
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else
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else
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ent_c.base_texture = parent2.base_texture
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child_texture = parent1.base_texture[2]
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end
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end
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else
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if parent2._naked_texture then
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child_texture = parent2._naked_texture
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else
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child_texture = parent2.base_texture[2]
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end
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end
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local splt = string.split(child_texture, "^")
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if #splt >= 2 then
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-- Randomly mutate base texture (fur) and markings
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-- with chance of 1/9 each
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local base = splt[1]
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local markings = splt[2]
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local mutate_base = math.random(1, 9)
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local mutate_markings = math.random(1, 9)
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if mutate_base == 1 then
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local b = math.random(1, #horse_base)
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base = horse_base[b]
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end
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if mutate_markings == 1 then
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local m = math.random(1, #horse_markings)
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markings = horse_markings[m]
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end
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child_texture = base
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if markings ~= "" then
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child_texture = child_texture .. "^" .. markings
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end
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end
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ent_c.base_texture = { "blank.png", child_texture, "blank.png" }
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ent_c._naked_texture = child_texture
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child:set_properties({textures = ent_c.base_texture})
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child:set_properties({textures = ent_c.base_texture})
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return false
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return false
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end
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end
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